/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h
How this GameplayEffect stacks with other instances of this same GameplayEffect |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, prioritizeCategories="Status Duration GameplayEffect GameplayCues Stacking", Meta=(ShortTooltip="A GameplayEffect modifies attributes and tags.")) class UGameplayEffect : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTagAssetInterface](API\Runtime\GameplayTags\IGameplayTagAssetInterface)
bool
bClearStackOnOverflow
If true, the entire stack of the effect will be cleared once it overflows
bool
bDenyOverflowApplication
If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed
bool
bExecutePeriodicEffectOnApplication
If true, the effect executes on application and then at every period interval.
bool
bRequireModifierSuccessToTriggerCues
If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions)
bool
bSuppressStackingCues
If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect.
FGameplayTagCon...
CachedAssetTags
Cached Component Data - Do not modify these at runtime! If you want to manipulate these, write your own GameplayEffectComponent set the data during PostLoad.
FGameplayTagCon...
CachedBlockedAbilityTags
Cached copy of all the tags this GE applies to its target to block Gameplay Abilities.
FGameplayTagCon...
CachedGrantedTags
Cached copy of all the tags this GE grants to its target. Data populated during PostLoad.
FGameplayEffect...
DurationMagnitude
Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration.
EGameplayEffect...
DurationPolicy
Properties